コード例 #1
0
    /*private void processBattleSkillMP(){
     *          if(usingBattleSkill)
     *                  //currentCharacter.Mp -= usingBattleSkill.needMP;
     *
     *          Debug.Log ("XXXX");
     *  }*/

    // 告知battle check manager 目前使用的賭技
    // (這個function設置在下一步按鈕上,當選完技能後,點擊下一步按鈕進入下個階段的同時,告知battle check manager)
    private void setGambleSkill()
    {
        usingGambleSkillIndex = -1;

        for (int i = 0; i < gambleSkill.Length; i++)
        {
            SkillButtonGestureManager sbgm = gambleSkill[i].gameObject.GetComponent <SkillButtonGestureManager>();

            if (sbgm.state)
            {
                usingGambleSkillIndex = i;
                break;
            }
        }
        bcManager.setUsingGambleSkill(usingGambleSkillIndex);

        if (usingGambleSkillIndex != -1)
        {
            tipManager.showGambleSkillTip(usingGambleSkillIndex);
        }
        else
        {
            tipManager.hideTips();
        }
    }
コード例 #2
0
    //-----------------------------------Button Function----------------------------------
    // 告知battle check manager 目前角色選用的技能
    // (這個function設置在下一步按鈕上,當選完技能後,點擊下一步按鈕進入下個階段的同時,告知battle check manager)
    private void setBattleSkill()
    {
        usingBattleSkill = null;

        for (int i = 0; i < battleSkill.Length; i++)
        {
            SkillButtonGestureManager sbgm = battleSkill[i].gameObject.GetComponent <SkillButtonGestureManager>();

            if (sbgm.state)
            {
                usingBattleSkill = currentCharacter.skill[i];
                break;
            }
        }

        bcManager.setUsingBattleSkill(usingBattleSkill);
    }
コード例 #3
0
    public void lockSkillButton(bool toLock)
    {
        if (currentState == State.BattleState.SelectBattleSkill)
        {
            for (int i = 0; i < battleSkill.Length; i++)
            {
                SkillButtonGestureManager sbgm = battleSkill [i].gameObject.GetComponent <SkillButtonGestureManager> ();
                sbgm.isLocked = toLock;
            }
        }
        else if (currentState == State.BattleState.SelectGambleSkill)
        {
            for (int i = 0; i < gambleSkill.Length; i++)
            {
                SkillButtonGestureManager sbgm = gambleSkill [i].gameObject.GetComponent <SkillButtonGestureManager> ();
                sbgm.isLocked = toLock;
            }
        }

        nextButton.interactable = !toLock;
    }
コード例 #4
0
    public void showGambleSkillPanel()
    {
        showNextButton();
        tipManager.showLastResultTip(lastRollResult);

        int[] gambleSkillTimes = dataManager.gambleSkillTimes;

        for (int i = 0; i < gambleSkillTimes.Length; i++)
        {
            SkillButtonGestureManager sbgm = gambleSkill[i].gameObject.GetComponent <SkillButtonGestureManager>();
            sbgm.state = false;
            // 如果技能次數=0,則封鎖技能按鈕,並呈現半透明
            if (gambleSkillTimes[i] == 0)
            {
                sbgm.isLocked        = true;
                gambleSkill[i].color = new Color(1f, 1f, 1f, 0.5f);
            }
            gambleSkillTimesText[i].text = "" + gambleSkillTimes[i];
        }

        playSwipeToGambleSkillAnimation();
    }
コード例 #5
0
    //-----------------------------------Show & Hide Panel By State----------------------------------
    public void showBattleSkillPanel()
    {
        showNextButton();

        battleSkillOn  = currentCharacter.battleSkillOn;
        battleSkillOff = currentCharacter.battleSkillOff;

        for (int i = 0; i < battleSkill.Length; i++)
        {
            battleSkill[i].sprite = battleSkillOff[i];
            SkillButtonGestureManager sbgm = battleSkill[i].gameObject.GetComponent <SkillButtonGestureManager>();
            sbgm.skillOff = battleSkillOff[i];
            sbgm.skillOn  = battleSkillOn[i];
            sbgm.state    = false;

            // 如果角色MP不夠,則封鎖技能按鈕,並呈現半透明
            if (currentCharacter.Mp < currentCharacter.skill[i].needMP)
            {
                sbgm.isLocked        = true;
                battleSkill[i].color = new Color(1f, 1f, 1f, 0.5f);
            }
        }

        currentCharacter.transform.position          = mark.transform.position;
        currentCharacter.transform.rotation          = mark.transform.rotation;
        currentCharacter.gameObject.transform.parent = mark.transform;
        //SpriteRenderer tempRenderer = currentCharacter.GetComponentInChildren<SpriteRenderer> ();
        //tempRenderer.enabled = true;
        //currentCharacterHalf.sprite = currentCharacter.characterHalf;
        currentCharacterHP.text    = "" + currentCharacter.Hp;
        currentCharacterMP.text    = "" + currentCharacter.Mp;
        currentCharacterDEF.text   = "" + currentCharacter.Def;
        currentCharacterDODGE.text = "" + currentCharacter.noHurtTurn;

        playShowBattleSkillAnimation();
    }